Hi / Compile Crashes On Parsers
Posted: Sat Sep 01, 2012 9:29 pm
Edit by Geoff: Moved here because the thread is mostly about compile problems. /Edit
Hi all.
I just recently found this game/site and I found myself slightly addicted to the game (even in it's pre-release state) so I thought I'd stick around for a bit. So I figure it'd be best to introduce myself
I'm come from a MOO2 background, which I'm sure you see a lot of, so you'll have to pardon my stupid questions while I try to get my head around FO which I get is not a Masters of Orion game. (but why is it called FreeORION? that's an obvious tie in...) ... I've also played Sins of a Solar Empire... MOO2 is better (and I hated MOO3).
I also come from another FO game... FleetOps (http://www.fleetops.net), a Star Trek Armada II mod, where I do commentaries (http://www.youtube.com/user/yandonman). I don't know if commentaries will help a 4X game... but if y'all need something FRAPs-ed, let me know.
I also have some experience with C++, so I might be able to help out. Yes, I know to look at the open task list and follow the FO design philosophy. Hopefully I can at least polish a few things here and there.
Some newb questions... (possibly rants... go easy on me please! )
Why is the performance so slow when calculating a turn? It's not memory intensive, and it's not IO bound (per process explorer)... I've yet to run xperf on it... that's next step.
Why does clicking on Production or Research have a lag?
Also, adding ships to fleets is laggy, and noticeably a function of the number of ships. (aka: more ships being added = more lag. Also, seems that adding the list to the last ship in the list is worse than adding the list of ships to the first ship... non-substantiated observation)
Why do I get a "fatal error C1060: compiler is out of heap space" when trying to compile the Parsers project? I've Googled it... and I've tried /Zn25 and /Zn200 ... neither have worked. Also, my system is x86 with 4 GB RAM (so 3.5 GB effectively). When I compile, cl.exe will shoot up to 1.5 GB PrivateBytes. Seems to have something to do with template usage (of which Parsers does use...) , but I haven't found a solution yet
Is there no space-battles UI yet? What about ground battles UI?
Are there any plans to make the game more "personable"? (aka: in MOO2, you got to 'talk' to your scientist when there were research breakthroughs, and you had little people you could modify the focus of production/science. Which I thought gave the game a personable touch, that encouraged getting emotionally involved in your race/empire. This, as opposed to other 4x games that seem to be a bunch of spreadsheets and numbers - very cold)
Cheers!
Yandon
Hi all.
I just recently found this game/site and I found myself slightly addicted to the game (even in it's pre-release state) so I thought I'd stick around for a bit. So I figure it'd be best to introduce myself
I'm come from a MOO2 background, which I'm sure you see a lot of, so you'll have to pardon my stupid questions while I try to get my head around FO which I get is not a Masters of Orion game. (but why is it called FreeORION? that's an obvious tie in...) ... I've also played Sins of a Solar Empire... MOO2 is better (and I hated MOO3).
I also come from another FO game... FleetOps (http://www.fleetops.net), a Star Trek Armada II mod, where I do commentaries (http://www.youtube.com/user/yandonman). I don't know if commentaries will help a 4X game... but if y'all need something FRAPs-ed, let me know.
I also have some experience with C++, so I might be able to help out. Yes, I know to look at the open task list and follow the FO design philosophy. Hopefully I can at least polish a few things here and there.
Some newb questions... (possibly rants... go easy on me please! )
Why is the performance so slow when calculating a turn? It's not memory intensive, and it's not IO bound (per process explorer)... I've yet to run xperf on it... that's next step.
Why does clicking on Production or Research have a lag?
Also, adding ships to fleets is laggy, and noticeably a function of the number of ships. (aka: more ships being added = more lag. Also, seems that adding the list to the last ship in the list is worse than adding the list of ships to the first ship... non-substantiated observation)
Why do I get a "fatal error C1060: compiler is out of heap space" when trying to compile the Parsers project? I've Googled it... and I've tried /Zn25 and /Zn200 ... neither have worked. Also, my system is x86 with 4 GB RAM (so 3.5 GB effectively). When I compile, cl.exe will shoot up to 1.5 GB PrivateBytes. Seems to have something to do with template usage (of which Parsers does use...) , but I haven't found a solution yet
Is there no space-battles UI yet? What about ground battles UI?
Are there any plans to make the game more "personable"? (aka: in MOO2, you got to 'talk' to your scientist when there were research breakthroughs, and you had little people you could modify the focus of production/science. Which I thought gave the game a personable touch, that encouraged getting emotionally involved in your race/empire. This, as opposed to other 4x games that seem to be a bunch of spreadsheets and numbers - very cold)
Cheers!
Yandon